Game board with altitude standards and simulated aircraft mounted thereon with means for varying altitude and attitude



Jan. 26, 1965 K. J. DAVENPORT ETAL 3,167,313

GAME BOARD WITH ALTITUDE NDARDS AND SIMULATED Jan. 26, 1965 K. J.DAVENPORT ETAL 3,157,313

GAME BOARD WITH ALTITUDE STANDARDS AND SIMULATED AIRCRAFT MOUNTEDTHEREON WITH MEANS FOR VARYING ALTITUDE AND ATTITUDE Filed June 21, 19632 Sheets-Sheet 2 /45 FOKER DR-l SOPWITH CAMEL F-I MOVE cums 3 A MOVE Icums 2 TURN z owe 2 TURN 2 DIVE 3 46 DICE I SHOOTING RANGE u mcs sHoo msR NGE \ROLL l' 2" a" 4" ROLL 2 a 4 2 AT ea AT ea AT Eo AT so 2 AT E0 ATso AT GJ AT (SJ 3 MISS mss ms's EDIS a wuss mss MISS GTH 4 PW mss EDISGTH 4 PW EDIS GTH mss 5 EDIS EDIS GTH mss 5 EDIS GTH MISS mss e GTH GTHwuss mss e GTH MISS MISS mss 1 mss MISS MISS mss 1 mss MISS mss MISS 8PW PW PW mss 8 PW PW PW MISS 9 PK PK mss PW 9 PK PK mss PW l0 E DIS mssEDIS EDIS IO EDIS mss EDIS EDIS mss mss PK PK ll mss mss PK PK I2 AT eaAT ea AT so AT E0 I2 AT ea AT ea ATEQ ATEO FIG. 4 FIG. 5

2e as FIG. 3

INVENTORS KENT J. DAVENPORT JOHN S. McEWAN T EIR ATTORNEY Unite tes3,167,313 Patented Jan. 26, 1965 Free GAME BGARD Wi'lii ALTETUBESTANDARDS AND SHMULATED AIRCRAFT MQUNTED THEREON WHTH MEANS FUR VARYENGALTETUDE AND ATTITUDE Kent .i. Davenport, 24% South 6th East, Salt LakeCity, Utah, and John S. McEwan, 191 South 4th West, Provo, Utah Filedlune 21, 1963, Ser. No. 289,591 6 Claims. (Cl. 273-134) The presentinvention relates to games and, more particularly, to a new and improvedgame which realistically simulates the struggle of two opposingsquadrons for reconnaissance and/ or control of the air space overspecific military objectives on the ground.

In the past many types of childrens and adults games have been devisedto portray warfare skirmishes. None to the inventors knowledge presentsa system of threedimensional aerial combat for control of particular airspace and/or accomplishment of desired reconnaissance or bombingobjectives as does the present game, and'particularly to take intoaccount the flying characteristics of aircraft simulated in the game.

Accordingly, an object of the present invention is to provide a new andimproved game for adults and children which simulates actual aerialwarfare.

A further object of the invention is to provide a novel game board andmoving pieces associated therewith wherein the airplane models used maybe adjusted as to altitude andattitude so as to simulate a number ofmaneuvers and movements of actual aircraft.

A further object of the invention is to -provide universal couplingmeans between an airplane model and its standard so that the model maybe manually adjusted in any one of a number of different ways so as toaccomplish aircraft reorientation, simulating movement of the actualaircraft, as is desired.

A further object of the invention is to provide a threc dimensionallyplayed, aircraft combat game wherein the players may move aircraftmodels upon a game board so as to-maneuver for position, for maximumstrilzingpower against opposing aircraft and wherein, by use of dice orother chance indicators, one of a number of chance pos sibilitiesfollowing aircraft firing occurs.

A further object of the invention is to provide an aircraft combat game,including game board and standard "sun orted ad'ustable aircraft,wherein theactual fi in L 7 l c organization and manner of operation,together with further objects and advantages thereof, may best beunderstood by reference to the following description, taken inconnection with the accompanying drawings in which:

FIGURE 1 is an enlarged perspective view of a game board, aircraftmodels and-respective standards which are used in the game of thepresent invention; for convenience of illustration but two aircraft,observer and fighter, are

shown on each side poised for combat.

FIGURE 2 is a fragmentary perspective view, similar to a portion of thatshown in FIGURE 1, wherein illustration is made that the standards aremovable from position toposition on the game board to effect, in part,desired maneuvering of the airplane models by the players. FIGURE 3 isan enlarged, exploded, perspective view of a representative aircraft anduniversal coupling means therefor which is used to slideably mount theaircraft to the vertical standard, to facilitate adjustability ofaltitude and attitude of aircraft position.

FIGURES 4 and 5 are plan views of two-representative cards of tworespective aircraft of the opposite sides, the cards indicating flyingcapabilities according to the game rules and chance occurrences whichtake place when a player holding his planes probability card comes underfire from an opponent.

In FIGURE 1 game board is shown to be provided with upper surfaceindicia 11 taking the form of a gridwork of squares 12. The game boardpreferably has included thereon enemy territory areas 13 and 14, thecenters of which are delineated by insignia 15 and 16 over whichreconnaissance by the opposing aircraft is to be made. Each side isprovided with at least one end preferably plural, movable, altitudestandards 17 having support bases 18 and upstanding shafts 19 upwardlyextending therefrom. Each of the shafts 1% includes indicia 20 providingaltitude markings, these altitude markings being preferablyequidistantly spaced along the respective shafts. Each of the airplanemodels 21, 22, 23, and 24 is provided with a respective universalcoupling means 25 for slideably securing the respective airplanes to therespective standards 17. These coupling means are identified by thenumeral 25.

The universal coupling means 25 is best seen in the exploded respectiveview thereof shown in FIGURE 3. The coupling means as seen in shown toinclude a slidetype clip 26 which is springingly retained upon androtatable about shaft 1). Clip Ed is alfixed by any conventional meansto block 27 which includes bore 28 receiving pitch shaft 29, the latterbeing securely mounted at aperture 30 to block 31. Block 31 includes ajournaling aperture 32 receiving one extremity of bank shaft 33, thelatter having an extremity 34 securely affixed to block 35. Block 35includes a journaling bore 36 which receives yaw shaft 37, the latterbeing affixed to airplane 38 at approximately its midpoint and defininga vertical, yaw axis Y therefor. Shaft 37 may in fact comprise simply apin, having a thumb and finger, ball grip 39. Conventional marker pinshaving colored plastic ball heads will serve well for the yaw shaft 37.

Merely by way of example, the universal coupling means has been setforth such that, by the respective shafts being rotatable in therespective block bores, the aircraft may be turned around its yaw axis Yby the rotation of yaw shaft 37 about its axis. Rotation about theaircrafts bank axis B is simulated by rotationally displacing the yawshaft 37 about the axis of bank shaft 33. While, admittedly, the bankshaft axis 33 does not coincide with the bank axis B, yet for allpractical purposes accurate attitude variations as to bank may be given,which may include slight displacements of clip 26. The object which thestructure facilitates, in anyevent, is that the airplane may be movedfrom any one discrete point in space, as for example, six altitudemarkings above intersection X to another discrete point in space aboveintersection Y, to achieve a new disposition.

Continuing on, displacement of yaw shaft 37 such that there is arotation present about pitch shaft 29 and pitch axis P simulates pitchvariations in airplane 38. Correspondingly, turns about the axis orshaft20 may be effected through the pivotal displacement'of the entireuniversal coupling about the engagement point of clip 26 with shaft 20.It is thus seen that the airplane may be adjusted up and down itsrespective altitude standard 17 to a desired height and, by virtue oftheuniversal coupling mechanism, the airplane may roll, dive, orotherwise be changed as to its altitude as the game progresses. It is tobe noted that the altitude standard preferably stems'upwardly from agrid intersection in the board, further, that the lengths of the variousshafts in the universal coupling mechanism are such that, whatever thedisposition of the universal coupling mechanism, the

airplane may be disposed directly over an intersection, X

or Y, or other grid line intersection in the grid structure of theboard. Thus, if the grids are'oneinch-squares, then the length of shafts29 and 33 will be approximately disposed over a desired intersection.The players; must imagine in their minds'eye that the space above theplaying board is a three-dimensional system of points regularly spacedabove and in line with the intersections of the grid of the playingboard andaltitude markings 20.

As to structure, the structure shown in FIGURE 3 has served ideally wellin models of the game thus far constructed. Other types of coupling maybe used, for cer-' tain changesmay be made from the present structure asby the inclusion of shaft shouldersand retainers or other suitablestructure. However, the structure illustrated in FIGURE 3 is inexpensiveto produce and,.in most instances, will constitute a highly preferredform of the 7 universal coupling mechanism.

' The airplanes used will includefighters and may permissibly' includeobserver aircraft also. The fighter planes are'indicated at 21 and 22,and the observer aircraft at 23 and 24. The observer aircraft will ofcourse have forwardly facing guns, not shown.

Each side will have one, two or more aircraft. Preferably but twoaircraft'on each side of the game board at any one time. Each aircraftwill have its own standard versal coupling means 25). The attitudesimulator consists of five parts, the stand, the altitude clip, the bankaxis, the pitch axis, and the yaw axis. By moving one or all of theseparts any possible aircraft attitude may be one inch each so that thecenter of the aircraft maybe duplicated.

All distances and movements are measured from the point Within the threedimensional grid system. That point is the aircrafts actual position.Aircraft move from one point in the playing space to another. The standmay be moved to any position on the board which allows the aircraft tooccupy its actual, intended position.

(.0) Movement of pieces It is'sugg'ested that players set up the gamewith aircraft mounted on the attitude simulators, simulators on thestand, and stands on the board; and move the aircraft through thevarious maneuvers as theyare discussed in the following sections.

rearwardly facing guns 40 and 41,- and all aircraft have I (1) The basicmove.Aircraft generally move one space diagonally or straight on eachturn. Exceptions to this general rule are discussed in the sections ondive and stall. Any aircraft may from a level flight attitude movediagonally up or down one space, left or right one space,

' they dive. All fighter aircraft must ac'cele'rate their dives 17.Also,- each aircraft will have its own respective card.

FIGURES 4 and 5 illustrate representative cards,:for

two of the respective planes shown in FIGURE 1. The cards 42 and 43 inFIGURES 4 and-'5 include suitable indicia at 44 and 45 which correspondto flying capabilities of the particular aircraft. The dice roll columns46 and 47 of each of the cards indicate chance numbers which can beobtained by rolling a set'of dice 50 and, opposite the respectivenumbers for dice roll, letter abbreviations indicating, for the variousshooting ranges 1 inch through up to' their dive limits in this manner;onev space down on the firstturn, two down on the second turn, threedown on the third turn, etc. Thedive rate of the Dr-l Triplane is twospaces and the Camels limit is three.v These aircraft may divevertically orjthey may move one space 4 inches, the chancepossibilities'which will' occur upon i the roll of a particular numberwith; the dice. Thus, if for particular shooting range a particularnumber. is rolled and the letters corresponding to the above asordinateand abscissa are PW, then this-signifies that the pilot of the enemyaircraft has been wounded. The significance of the other letters shallbe described hereinafter.

FIGURE -2 simplyrepresents that the standard of a The following extractistakenv from-a portion of the inventors, ruleb'ook for playing-thegame;this extract illustrates 'indetail the manner'in which the airplanes andtheir standards are employed to accomplish objectives of reconnaissanceand air superiorityin playing the game (IV), MEC HANICS OF PLAY 7 Threediniensional grid system I The playing space consists of the space abovethe, board up to, the level of the" cloud 'bank. This space must bevisualized as a system of points within a three move. of these points toanotherr v i (B) Description of mechanism .One important differencebetween DOGFIGHT (the' name chosen for the present, game) and othergames is that the aircraft in DOGFIGHT move in three dimensions throughthe ,playing'space rather than in only two dimen- 50 particularaircraft'has been moved such that the plane advances one square inspace.

' radius turn. 5

sions ona board. This'movement is accomplishedby use ofourthree-dimensional attitude simulator 1(uniforward on'each turn duringwhich they are in a dive.

' The 8.13; 5- A and the D VII have dive rates of four spaces whichmustbe accelerated as described. On the third turn in afull' dive theseaircraft have the option ofdiving three spaces vertically, three downand one forward, or three down and two forward. They may onthe fourthturn increase their dive speed to four down, vertically, or with'one ortwo, spaces forward. Aircraft do not have to dive at their full 'div'elimit. They may dive at any rate upto the limit and may hold a diveatany rate within that limit as long as they wish." Aircraft in a verticaldive require two turns to come to a level attitude. Others may'come fromtheir full dive to level attitude in one turn; 1 (3)' Climb.Aircraft in.a level attitude may climb one space (from .one altitude mark (ma standto the next higher mark) with no previous climb attitude. Once in aclimbing attitude, all aircraft may assume their full climb rate in thenext turn. v

I 4)- 'Turn.The, Camel and the Triplanerequiretwo turns to complete afullreversal of direction. TheD VII and the SE. S-A require three turnsto reverse their direction. and the observation-planes require fiveturns.

(See FIGURE 5.) These turn rates; are the minimum or tightest turnspossible.

The aircraft. must. be in the proper bank (attitude before starting intoa. minimum Atjthe end of each move'aircraft in- ,a minimum radius turnmust be pointed in the direction of'movement of the next move- (5)R0ll.Fighter aircraftjmay complete one-half of aroll during one turn andmay fly straight ahead even thoughin a full bank. From afull'bank,.they.may' fly straight ahead orturn at any rate up totheirminimum turn rate. Observation planes may-complete one-quarter of aroll during one turn, cann ot'fly inverted, and may hold a full bank' ononly one'move. After one move in a. full bank attitude they must eitherbegin to return to level flig'ht or turn ifi the direction of the bank."7,

(6) Loops.-Fighter aircraft loop in their minimum turn radius.Observation planes cannot loop. I (7) Stall.-Observation planes areincapable of stalls. To begin a stall in a fighter aircraft from a levelposition the first move is one up and one forward. On the second movethe aircraft goes straight up, its full climb rate. On the third turnthe aircraft falls downward two spaces and may move one space laterallyin any direction, determined only by the direction and manner in whichthe aircraft recovered from the stall. Foker aircraft may, if they wish,hold the vertical stall attitude Without moving, for one turn only, thusenabling them to fire at aircraft directly above them. After theiroptional turn they recover from the stall as was outlined for anotheraircraft.

(V) SCORING (A) Direction of fire All fighter aircraft fire directlyahead and must be pointed'directly at the aircraft being fired upon atthe moment of firing. The forward firing gun of observation planes istreated as a fighters gun. All aircraft may fire either before takingtheir move or after they have moved but may only fire once on each turn.An aircraft cannot fire at two enemy planes on one turn but mustconcentrate his fire on one or the other. Observation planes may fire atone aircraft with the forward firing gun and at another with the gunused by the observer during one move. The observer cannot fire throughhis own wings, fuselage, or tail structure; therefore there are blindspots which he cannot fire upon. It is possible, however, to bring anyarea under fire by turning and maneuvering the aircraft into variousattitudes.

(B) Range of fire (C) Aircraft cards Each player has a card representingeach of the aircraft in his squadron. On this card are marked themaximum climb, dive and the minimum turn rate and the scoring table.When a players aircraft is being fired upon the first step indetermining the effect of this fire is to determine the range of fire asdescribed in part B. The scoring tables are set up under the assumptionthat the probability of hitting a target decreases as the range to thattarget increases. Some aircraft were more easily damaged by fire thanothers; this factor is built into the scoring tables to accuratelyreflect the strength of the individual aircraft. Once the range of fireis determined, the player whose aircraft is being fired upon rolls thedice. He then reads down the column of dice roll numbers to the numberhe rolled and then across to the proper range column. The result readfrom the aircraft card will be one of the following.

(1) Miss; No result, continue with the next move.

(2) AT GI; Attackers Guns Jam: Attacker cannot fire during the followingthree moves.

(3) AT EQ; Attackers Engine Quits: Attacker loses at least one space ofaltitude, and fighter aircraft may elect to lose up to two. Dive speedsof more than two ,spaces are power dives and cannot be attained with adead engine.

receives an engine disabling hit cannot climb. It may maintain or losealtitude and may remain in combat. If it receives another enginedisabled hit, the engine quits permanently and the aircraft goes downout of action.

(5) P W; Pilot Wounded: The pilot may remain in combat with full combatcapabilities. If he is wounded again, he is killed and the aircraft goesdown out of control and crashes.

6) P K; Pilot Killed: Aircraft goes down out of control and crashes.

(7) G T H; Gas Tank Hit: When an aircraft receives a gas tank hit, theplayer must roll the dice again. If he rolls a 9 or higher, nothinghappens and play continues. If he rolls any number less than nine theaircraft explodes and is destroyed.

(8) O K; Observed Killed: When the observed is killed the rear machinegun is out of action. The pilot and observer canont change cockpits,thus when the pilot is killed, a live observer cannot fiy the aircraft.

(D) Aircraft destruction Any aircraft which goes down out of control, aswith a dead pilot, or goes down without power as with a dead engine, isassumed to crash upon landing and is out of the game. This rule alsoapplies when an attackers engine quits and he fails to restart beforecoming down. An aircraft which explodes from a Gas Tank Hit is destroyedwhere it is and does not come down. An aircraft may be destroyed bybeing forced off the enemys end of the board.

(B) How to play To begin the game the opposing squadron commandersselect the aircraft cards of two aircraft which will enter the playingspace on the first turn. The cards thus selected are then placed facedown on the board. These aircraft once selected may not be exchanged forother aircraft until after the first encounter with the enemy. Anencounter is defined as a situation where one aircraft fires at another.When both squadron commanders have made their selections the cards areturned over to reveal their selections. Each squadron commander thenrolls the dice to determine the altitude of entry. The aircraft are thenmounted upon the attitude simulator at the proper altitude. Bothsquadron commanders roll the dice again and the player with the highestnumber begins the play by moving his aircraft one move forward. Nomatter how many persons are playing, all the aircraft of a squadron moveduring the same turn.

While particular embodiments of the present invention have been shownand described, it will be obvious to those skilled in the art thatchanges and modifications may be made without departing from thisinvention in its broader aspects, and, therefore, the aim in theappended claims is to cover all such changes and modifications as fallwithin the true spirit and scope of this invention.

We claim:

1. A game for simulating aerial combat, said game including a game boardmarked off in squares on its upper surface and simulating terrain overwhich aerial combat is to take place; movable, altitude standardsmovably disposed and resting upon said game board; plural aircraftmodels; and plural, universal coupling means mounting respective ones ofsaid aircraft models to respeotive ones of said altitude standards forenabling the altitudes of respective ones of said aircraft above saidgame board to be manually varied and, further, for permitting selected,manual variation of attitude and orientation of respective ones of saidaircraft.

2. Structure according to claim 1 wherein each of said movable altitudestandards includes an upstanding shaft upon which said universalcoupling means is adjustably universal coupling means includes clipmeans slideably and revolvably, frictionally engaging a respective oneof said altitude standards and means interconnecting said'," clip meanswith its respective aircraft for permitting the" adjustable variation ofattitude of said aircraft;

4. Structure according to claim 1 wherein said game includes cardsbearing information indicia describing simulated flying capabilities ofsaid aircraft modelgsaid indicia also including information indicia asto chance possibilities which occur during simulated firing intervals.

upon the occurrence of a chance selection, and means for producing oneof a selectable number of chance selections therefor. o I

5. Structure according to claim 2 wherein said squares are marked offupon said game board to delineatea multi- 1 plicity of line intersectionpoints on said game board,

wherein said upstanding shafts of respective ones of said standardsduring a succession of moves','origi nate at their base from selectedones of said intersection points, and, said universalcoupling meansbeing so constructed and arranged such that said aircraft models arespaced from their respective, upstanding shafts along horizontal planesparallel to said game board in correspondence to the width of saidsquares of said game board and can be moved to another point position ina three-dimensional, imaginary .grid system of points rectilinearlyrelated with -each other andwith said game board intersection points. 16. A game vfor simulating aerial combat, said game including a gameboard marked off in squares on its upper surface and simulating terrainover which aerial combat is to take place; said game boardincluding'mutually spaced enemy area indicia over which aerial activityis intended as enemy objectives; movable, altitude standards movablydis'posed'and resting upon said ame board; plural aircraftmodelsyand'jplural; .universatcoupling meansjmountingj respective ones.of said aircraft models to respectiveones of-lsaid altitude standardsfor enabling the altitudes of respective ones of said aircraft abovesaid game board to be manuallyvaried and, further, for permittingselected, manual variation of attitude and orientation of respectiveones of said aircraft.

References Cited in the file of this patent UNITED STATES PATENTS I2,093,427 Eckstein et al. 'Sept'. 21, 1937 FOREIGN PATENTS 620,546 GreatBritain Mar. 25, 1949

1. A GAME FOR SIMULATING AERIAL COMBAT, SAID GAME INCLUDING A GAME BOARDMARKED OFF IN SQUARES ON ITS UPPER SURFACE AND SIMULATING TERRAIN OVERWHICH AERIAL COMBAT IS TO TAKE PLACE; MOVABLE ALTITUDE STANDARDS MOVABLYDISPOSED AND RESTING UPON SAID GAME BOARD; PLURAL AIRCRAFT MODELS; ANDPLURAL, UNIVERSAL COUPLING MEANS MOUNTING RESPECTIVE ONES OF SAIDAIRCRAFT MODELS TO RESPECTIVE ONES OF SAID ALTITUDE STANDARDS FORENABLING THE ALTITUDES OF RESPECTIVE ONES OF SAID AIRCRAFT ABOVE SAIDGAME BOARD TO BE MANUALLY VARIED AND, FURTHER, FOR PERMITTING SELECTED,MANUAL VARIATION OF ATTITUDE AND ORIENTATION OF RESPECTIVE ONES OF SAIDAIRCRAFT.